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Posted by AJL
 - Nov 07, 2011, 09:55:37 AM
Quote from: The_Silencer on Nov 05, 2011, 07:01:16 PMI think that the tail-attack from walls or ceilings should be nerfed when aliens are not silently walking or not moving ir order to surprise to their victim/s.

Stealth tactics are all nice and good... But they should not be the only way to go...

If Aliens must slowly sneak around to be effective, it may easily lead to a situation
where Aliens all camp in their turf, and Marines all camp in their turf, and those who
want to play, those who get bored of the endless waiting and leave their places of
strenght to look for the action, will be the ones who are fragged and the ones who
wait till judgement day get all the points...
Posted by The_Silencer
 - Nov 05, 2011, 07:01:16 PM
Not yet, sorry.

I think that the tail-attack from walls or ceilings should be nerfed when aliens are not silently walking or not moving ir order to surprise to their victim/s.

Posted by The Xenoborg
 - Nov 05, 2011, 05:03:33 PM
Quote from: AJL on Nov 05, 2011, 03:05:14 PM
Things maybe working, and things maybe balanced "from certain point of view" in this Rebellions system...

But I think aliens are weak where they should be strong, and strong where they should be
weak, and same or similar "screw ups" apply to just about anything, I am not sure if things
are really working and balanced at all from My point of view but even if they are, they are
certainly working and balanced the wrong way...

----------------------------------------------------------------------------

If it was up to me, I would have made the effectiveness of Alien attacks depend on their
health (i.e. If aliens health is at full 100%, their attacks are at their strongest and lower
the health go, the weaker the attacks..)

Wall walk Tail Whip:
Health = 100%  -  Takes 75% of health, and causes knockdown like in Single Player...
Health > 75%  -  Takes 50% of health, cause same kind of mini-stun like claw hit...
Health < 75%  -  Tales 25% of health, no stun of anykind...

Alien Focus Attack:
Health = 100%  -  Takes 50% of health, preds can block, marines always knocked down...
Health > 75%  -  Takes 25% of health, preds can block, marines get mini-stun...
Health < 75%  -  Health too low, attack have no effect of anykind...

Alien Claw Attack:
Health = 100%  -  Takes 50% of health, preds can block, marines always knocked down...
Health > 75%  -  Takes 33% of health, can be blocked, but counter attack not effective...
Health < 75%  -  Tales 25% of health, can be blocked and countered (by preds...)

So... With these settings, the wisest thing for Marine to do when seeing an Alien, would be
to open fire and either kill it, or weaken it before it can get to you. While with the Rebellions
settings the wisest thing for the Marine to do is to bring up block and just wait until the Alien
to comes to you, and then turn the Aliens own melee moves against it with the Marines
superior karate skills...


And... With these settings, the wisest thing for Alien to do when seeing a Marine would be
to, use Stealth tactics or advanced approaching manoeuvres, to try and get to the Marine
without taking hits and deliver the first move. While with the Rebellions settings the wisest
thing for Alien to do, is to strafe around in circles whipping with WW tail, or to wait at the
optimal focus attack range, untill the marine gets frustrated waiting for the Alien to come
and starts shooting, at which point the Alien can easily take the Marine out with the focus
attack...

Perfect. :)
Posted by alanwu1233
 - Nov 05, 2011, 03:35:36 PM
Quote from: AJL on Nov 05, 2011, 03:05:14 PM
Things maybe working, and things maybe balanced "from certain point of view" in this Rebellions system...

But I think aliens are weak where they should be strong, and strong where they should be
weak, and same or similar "screw ups" apply to just about anything, I am not sure if things
are really working and balanced at all from My point of view but even if they are, they are
certainly working and balanced the wrong way...

----------------------------------------------------------------------------

If it was up to me, I would have made the effectiveness of Alien attacks depend on their
health (i.e. If aliens health is at full 100%, their attacks are at their strongest and lower
the health go, the weaker the attacks..)

Wall walk Tail Whip:
Health = 100%  -  Takes 75% of health, and causes knockdown like in Single Player...
Health > 75%  -  Takes 50% of health, cause same kind of mini-stun like claw hit...
Health < 75%  -  Tales 25% of health, no stun of anykind...

Alien Focus Attack:
Health = 100%  -  Takes 50% of health, preds can block, marines always knocked down...
Health > 75%  -  Takes 25% of health, preds can block, marines get mini-stun...
Health < 75%  -  Health too low, attack have no effect of anykind...

Alien Claw Attack:
Health = 100%  -  Takes 50% of health, preds can block, marines always knocked down...
Health > 75%  -  Takes 33% of health, can be blocked, but counter attack not effective...
Health < 75%  -  Tales 25% of health, can be blocked and countered (by preds...)

So... With these settings, the wisest thing for Marine to do when seeing an Alien, would be
to open fire and either kill it, or weaken it before it can get to you. While with the Rebellions
settings the wisest thing for the Marine to do is to bring up block and just wait until the Alien
to comes to you, and then turn the Aliens own melee moves against it with the Marines
superior karate skills...


And... With these settings, the wisest thing for Alien to do when seeing a Marine would be
to, use Stealth tactics or advanced approaching manoeuvres, to try and get to the Marine
without taking hits and deliver the first move. While with the Rebellions settings the wisest
thing for Alien to do, is to strafe around in circles whipping with WW tail, or to wait at the
optimal focus attack range, untill the marine gets frustrated waiting for the Alien to come
and starts shooting, at which point the Alien can easily take the Marine out with the focus
attack...


Previous games/movie marines:"Shit!The xeno is coming!Run!!!!!!!!!!"
AVP3 marines:"just let it comes, I'm a martial art master and knock it down with one hand."
Posted by AJL
 - Nov 05, 2011, 03:05:14 PM
Things maybe working, and things maybe balanced "from certain point of view" in this Rebellions system...

But I think aliens are weak where they should be strong, and strong where they should be
weak, and same or similar "screw ups" apply to just about anything, I am not sure if things
are really working and balanced at all from My point of view but even if they are, they are
certainly working and balanced the wrong way...

----------------------------------------------------------------------------

If it was up to me, I would have made the effectiveness of Alien attacks depend on their
health (i.e. If aliens health is at full 100%, their attacks are at their strongest and lower
the health go, the weaker the attacks..)

Wall walk Tail Whip:
Health = 100%  -  Takes 75% of health, and causes knockdown like in Single Player...
Health > 75%  -  Takes 50% of health, cause same kind of mini-stun like claw hit...
Health < 75%  -  Tales 25% of health, no stun of anykind...

Alien Focus Attack:
Health = 100%  -  Takes 50% of health, preds can block, marines always knocked down...
Health > 75%  -  Takes 25% of health, preds can block, marines get mini-stun...
Health < 75%  -  Health too low, attack have no effect of anykind...

Alien Claw Attack:
Health = 100%  -  Takes 50% of health, preds can block, marines always knocked down...
Health > 75%  -  Takes 33% of health, can be blocked, but counter attack not effective...
Health < 75%  -  Tales 25% of health, can be blocked and countered (by preds...)

So... With these settings, the wisest thing for Marine to do when seeing an Alien, would be
to open fire and either kill it, or weaken it before it can get to you. While with the Rebellions
settings the wisest thing for the Marine to do is to bring up block and just wait until the Alien
to comes to you, and then turn the Aliens own melee moves against it with the Marines
superior karate skills...


And... With these settings, the wisest thing for Alien to do when seeing a Marine would be
to, use Stealth tactics or advanced approaching manoeuvres, to try and get to the Marine
without taking hits and deliver the first move. While with the Rebellions settings the wisest
thing for Alien to do, is to strafe around in circles whipping with WW tail, or to wait at the
optimal focus attack range, untill the marine gets frustrated waiting for the Alien to come
and starts shooting, at which point the Alien can easily take the Marine out with the focus
attack...
Posted by CyberDemon13
 - Nov 05, 2011, 02:36:52 PM
The preds could use some sort of weakness; they are so ridiculously overpowered, it's not even funny.
Posted by The_Silencer
 - Nov 04, 2011, 09:55:32 PM
If it is overally abused more and more then it is a bad thing. Whilst I'm actually think that predators are the ones mostly suffering because of this.
Posted by CyberDemon13
 - Nov 04, 2011, 11:19:40 AM
I don't think it's that bad, I just get the hell away from the wall or ceiling when I see them coming (force them to focus jump at you, block, counter, flash light, light up ;D). It isn't the equivalent of the predator's smart disc or plasma caster amway.  :D
Posted by The Xenoborg
 - Oct 29, 2011, 05:37:45 AM
Well, I get tail-whipped when I am near a wall or the ceiling's too low. So Refinery, the caves in Gateway, the caves in Crash-site, Pyramid (of course) are the places where I get tail-whipped most frequently.
The most annoying this is when an Alien, transitions onto a wall just to tail-whip you.
Posted by Gosutoraida
 - Oct 28, 2011, 10:59:02 PM
Sorry for replying for quite an old thread, but, I do agree, tail-whipping in Pyramid is very annoying. Whenever I try to go for a fair kill as a Predator, eg, leap and blades, another one shows no fight and decides to stay on the wall and tail-whips me. Good for stealth, but greatly overused. Other maps it aint so bad.
Posted by Vecrotus
 - Sep 19, 2011, 09:26:14 PM
The only real time though when I find the tail-whipping annoying is when two or more aliens gang up on you. You stand no chance. One-on-one, with some experience the tail-whipping is not that much of a challenge.
Posted by belikel
 - Sep 19, 2011, 08:57:11 PM
Quote from: The Xenoborg on Sep 18, 2011, 12:39:05 PM
Even watching this guy play as an Alien is annoying. Note how he transitions to the wall to just tail-spam.
He calls this "skill".
http://www.youtube.com/watch?v=iuk6UGmhtqs#ws

I am pretty good with the alien both on the ground and with the wall tailing. Let me assure you: It would be far less annoying to watch this guy if he would actually know what he's doing. His skill is mediocre at best hence his wall tailing is far less "flowing" than it could be ;)
Posted by allicorn
 - Sep 19, 2011, 04:21:24 PM
Quote from: Vecrotus on Sep 19, 2011, 07:07:17 AM
I don't find the tail-whipping annoying. It is an effective weapon, and the closes to a long-range weapon that the alien has.

That is a good argument, but when an alien uses it excessively to a point where they transition onto a wall every single time they get the chance, and don't even bother with the light and heavy attacks on the ground anymore, it is very annoying. However, I can understand doing this when you are at low health, there are multiple enemies about, or you're getting back at some nasty predators for triple teaming and spamming plasma. >.<
Posted by Vecrotus
 - Sep 19, 2011, 07:07:17 AM
I don't find the tail-whipping annoying. It is an effective weapon, and the closes to a long-range weapon that the alien has.
Posted by allicorn
 - Sep 19, 2011, 06:00:32 AM
Quote from: The Xenoborg on Sep 18, 2011, 12:39:05 PM
Even watching this guy play as an Alien is annoying. Note how he transitions to the wall to just tail-spam.
He calls this "skill".
http://www.youtube.com/watch?v=iuk6UGmhtqs#ws

Holy crap! The sound on that video murdered my eardrums.
Anyways. Yeah, that much wall-tailing is annoying. That's not skill at all. Lol.
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